ROM is very similar to Moero!! Pro Yakyuu (Black) (J).nes, but there are a few random bytes different in first of PRG 16kB + bytes from 7fa8-7fea, which are FF in original, here are filled with some routine.Other PRG and CHR are same.

lidnariq: According to the game code it appears that you're right about the sample frequencies using $5000. (There are no instances of $5001 in code that I can see.)

It goes through a few routines where the normal $7000 functions play out. Almost immediately after the accumulator is OR'd with a value that sets bit 4 or bits 4 and 7; and stores to $5000. (ORA #$10 or ORA $#90) The correlation is that if the sample is a high-pitched sound like "crowd noise" it will set both bits 4 and 7. If it's speech it will just set bit 4. So, if bit 4 is set, it's "standard" speed. If bits 7 and 4 are set, it's double speed. I'm not certain what happens when none of the bits 7 through 4 are set..?

Last edited by B00daW on Sun Sep 10, 2017 3:37 pm, edited 1 time in total.

You set the bit in byte 13 instead of byte 14 in that file. The correctly-headered file now plays the samples in Nintendulator-NRS. The header can be corrected by using that emulator's Header Editor and setting"Misc ROMs" to 1.

I had a chance to test this bootleg on NRS's latest Nintendulator. I have an original Moero Pro Yakyuu (Red) cartridge and noted that some of the samples are quite different than the bootleg. In my video here, https://www.youtube.com/watch?v=JQAy6_ZLE3c, note the sounds made when the batter hits the ball and the crowd noises. They sound noticeably different. Also when the umpire calls "strike out" in the bootleg, there is some nasty stuttering after the word and the sample partially repeats thereafter.

I also note with approval another welcome change in the latest Nintendulator having nothing to do with the mapper support.

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